Particles allow for performant and random particle systems.

struct Particle

type Particle* = struct {

Particle struct. You can tweak the start_time for godot-like explossivness.

struct Emitter

type Emitter* = struct {
	pos: th.Vf2 // position
	dm: th.Vf2 // size of the emittion area
	gravity: th.Vf2 // gravity
	repeat: bool // if false, particle won't be renewed
	active: bool // false, if there aren't any active particles anymore

	angle: th.Vf2 // angle in which particles are emitted

	lifetime: th.uu // lifetime of particles
	lifetimeRandomness: th.fu // randomness in %/100

	velocity: th.fu // velocity
	velocityRandomness: th.fu // randomness in %/100

	size: th.fu // size
	sizeRandomness: th.fu // randomness in %/100
	maxSize: th.fu // size at the end of particles lifetime

	rotation: th.fu
	rotationRandomness: th.fu
	maxRotation: th.fu

	colors: []uint32 // array of colors, which are interpolated between

	particles: []Particle // list of particles
}

Emitter. This is where everything is configured.

fn Emitter.draw

fn (e: ^Emitter) draw*(t: int32) {

Draws and updates the particles.

fn Emitter.genParticles

fn (e: ^Emitter) genParticles*(time, count: uint, explosiveness: th.fu = 0.0) {

Generates particles for an emitter. The time specifies the time the first particles is emitted. The explosiveness argument specifies the interval at which particles are emitted using this formula: / umka / e.lifetime / count * explosiveness /